User prompt
When spawning bullets, set rotation of each bullets to the same rotation of hero graphics
User prompt
Use the same smoothing logic for heroGraphics rotation in the distance <= maxSpeed case
User prompt
When changing heroGraphics rotation smooth this movement
User prompt
When changing heroGraphics smooth this movement
User prompt
Rather than rotating all of hero rotate heroGraphics
User prompt
Fix Bug: 'ReferenceError: Can't find variable: heroGraphics' in this line: 'self.healthBar.y = -heroGraphics.height / 2 - 50;' Line Number: 114
User prompt
Expose the hero graphics on hero
User prompt
For hero rotation decrease the rotation impact by half
User prompt
Slightly rotate the hero instance towards the x movement of the hero
User prompt
Fix Bug: 'ReferenceError: Can't find variable: heroGraphics' in this line: 'heroGraphics.rotation = moveX > 0 ? 0.1 : moveX < 0 ? -0.1 : 0;' Line Number: 425
User prompt
Slightly rotate the ship towards the x movement of the ship
User prompt
set engine particle speed to 20 and decrease alpha by .03 per tick
User prompt
set engine particle speed to 20 and decrease alpha by .3 per tick
User prompt
Rotate particleGraphics randomly and set blend mode to 1
User prompt
Move particle spawn point down by 100px
User prompt
Move particle spawn point down by 200px
User prompt
In game, add an array to keep track of particles.
User prompt
Don't offset particle position by hero graphic hight, just set to hero x,y
User prompt
Fix Bug: 'TypeError: undefined is not an object (evaluating 'hero.graphics.height')' in this line: 'particle.y = hero.y + hero.graphics.height / 2;' Line Number: 434
User prompt
Fix Bug: 'ReferenceError: Can't find variable: heroGraphics' in this line: 'particle.y = hero.y + heroGraphics.height / 2;' Line Number: 434
User prompt
In game, add engine particles that fly out fast behind the ship
User prompt
Add a engine particles class to the game.
User prompt
Add a engine particles class to the game.
User prompt
Rotate heroGraphics by 180 degrees
Remix started
Copy Galactic Invaders Deluxe
===================================================================
--- original.js
+++ change.js
@@ -266,8 +266,9 @@
for (var i = 0; i < hero.bulletCount; i++) {
var bullet = new HeroBullet(hero.acceleration, enemies, curveBullet);
bullet.x = hero.x + Math.cos((i + 1) * angleStep) * 100;
bullet.y = hero.y - Math.sin((i + 1) * angleStep) * 100;
+ bullet.rotation = hero.heroGraphics.rotation;
heroBullets.push(bullet);
self.addChild(bullet);
}
}
Round powerup. Shield icon Single Game Texture. In-Game asset. 2d. Pixelart. White background. Blank background. Low detail. High contrast.
Extra missile powerup circle. Missile and plus sign. Single Game Texture. In-Game asset. 2d. Pixelart. White background. Blank background. Low detail. High contrast.
Single space torpedo flying upwards Game Texture. In-Game asset. 2d. Pixelart. White background. Blank background. Low detail. High contrast.
Background galaxy nebulas and galaxies Single Game Texture. In-Game asset. 2d. Pixelart. White background. Blank background. Low detail. High contrast. --ar 1:10
Hero Space Ship facing upwards. 2D art, game texture, blank background. Sprite sheet asset. Design Guideline: The game's style is bright, high-quality vector graphics with sharp, clean lines and a modern aesthetic. Colors should be vivid and contrast well, emphasizing a futuristic, sleek feel. Textures are minimalistic, focusing on flat surfaces with subtle gradients for depth. Lighting effects are dynamic yet soft, enhancing the vibrancy without overpowering. Assets should look consistent, fitting a coherent, tech-savvy universe. Think 'sophisticated simplicity' for a futuristic, engaging spaceship game.
Game texture, Single Spaceship Engine exhaust light particle, yellow blue fire. Black background.
Alien Space enemy ship facing down 2D art, game texture, blank background. Sprite sheet asset. Design Guideline: The game's style is bright, high-quality vector graphics with sharp, clean lines and a modern aesthetic. Colors should be vivid and contrast well, emphasizing a futuristic, sleek feel. Textures are minimalistic, focusing on flat surfaces with subtle gradients for depth. Lighting effects are dynamic yet soft, enhancing the vibrancy without overpowering. Assets should look consistent, fitting a coherent, tech-savvy universe. Think 'sophisticated simplicity' for a futuristic, engaging spaceship game.
single Star particle, black background 2D art, game texture, blank background. Sprite sheet asset. Design Guideline: The game's style is bright, high-quality vector graphics with sharp, clean lines and a modern aesthetic. Colors should be vivid and contrast well, emphasizing a futuristic, sleek feel. Textures are minimalistic, focusing on flat surfaces with subtle gradients for depth. Lighting effects are dynamic yet soft, enhancing the vibrancy without overpowering. Assets should look consistent, fitting a coherent, tech-savvy universe. Think 'sophisticated simplicity' for a futuristic, engaging spaceship game.
Round powerup. Green health icon Single Game Texture. In-Game asset. 2d. Pixelart. White background. Blank background. Low detail. High contrast.
Blue glowing powerup circle with s in center Single Game Texture. In-Game asset. 2d. Pixelart. White background. Blank background. Low detail. High contrast.
Round powerup. Lightning icon pointing up. Single Game Texture. In-Game asset. 2d. Pixelart. White background. Blank background. Low detail. High contrast.
Single enemy slime bullet, seen from above facing upwards. Single Game Texture. In-Game asset. 2d. Pixelart. White background. Blank background. Low detail. High contrast.
Round powerup icon with bullseye Single Game Texture. In-Game asset. 2d. Pixelart. White background. Blank background. Low detail. High contrast.
Clean plasma bubble Single Game Texture. In-Game asset. 2d. Pixelart. White background. Blank background. Low detail. High contrast.